;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
6       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
2      ; Fundamentalism pays support for all units past this
8       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
75      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Use of Heavy Cavalry,      1,-2,  nil, nil, 1, 0    ; AFl
Rise of Literacy,           8, 1,  nil, nil, 1, 3    ; Alp
Philosophy of Legalism,           3, 0,  Alp, nil, 1, 3    ; Amp
Craft of Iron Metallurgy,    7, 1,  nil, nil, 1, 4    ; Ast
Practice of Banking,            8, 0,  Amp, Alp, 1, 1    ; Ato
Spanish Tech,       6,-1,  no,  no,  1, 2    ; Aut
Rise of Cultural Literacy,  7, 1,  Alp, Phi, 1, 3    ; Ban
Construction,       4, 0,  nil, nil, 1, 4    ; Bri
Rise of Mediterranean Trade,6,-1,  Cmb, Tra, 1, 1    ; Bro
Rural Clergy,       1, 0,  nil, nil, 1, 2    ; Cer
Craft of Cannon Milling,     8,-2,  Fli, Lab, 1, 0    ; Che
Rise of Banking Houses,     1, 2,  Mon, Ato, 1, 1    ; Chi
Building of Toll Roads,         2, 0,  Chi, Eng, 1, 1    ; CoL
Use of Light Cavalry,      1,-2,  nil, nil, 1, 0    ; CA 
Craft of Shipbuilding,       8, 0,  nil, nil, 1, 4    ; Cmb
Tuscany,            5, 0,  no,  no,  1, 2    ; Cmn
Signeury,           4, 0,  nil, nil, 1, 1    ; Cmp
Use of Heavy Cannons,      8,-2,  Che, Cor, 1, 0    ; Csc
Art of Fortification building,8, 0,  Che, Cur, 1, 0    ; Cst
Art of Bell Manufacturing, 2, 0,  Ast, Cur, 1, 4    ; Cor
Skill of Engineering,        4, 1,  Bri, Alp, 1, 4    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Use of Light Cannons,      3, 0,  Csc, Ban, 1, 0    ; Eco
Rise of Warships,           6, 0,  Cmb, Map, 1, 0    ; E1 
Practice of Catholicism,        4, 1,  nil, nil, 1, 2    ; E2 
Use of Overland Trade,     2, 0,  Map, Ato, 1, 1    ; Eng
Building of the Trace Italienne,    8, 1,  Cst, Iro, 1, 0    ; Env
Use of Mercenary Pikemen,  8,-2,  nil, nil, 1, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Skill of Mercantile Companies,6, 2,  Chi, Amp, 1, 1    ; Feu
Use of Water milling power,2, 2,  nil, nil, 1, 4    ; Fli
France,             3,-2,  no,  no,  1, 2    ; Fun
Art of Renaissance Sculpture,2, 0,  Phi, Gen, 1, 3    ; FP 
Art of Renaissance Painting,2, 2,  Hor, Ban, 1, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,  1, 0,  no, no, 1, 0    ; Gun
Art of Renaissance Litrature,4,-1,  Inv, nil, 1, 3    ; Hor
Italian Tech,       6, 0,  no,  no,  2, 1    ; Ind
Classical Rediscovery,2, 0,  Bro, Ban, 1, 3    ; Inv
Art of Renaissance Architecture,5,-1,  Cur, FP,  1, 4    ; Iro
Building of Foundries,          1, 2,  Ast, Feu, 1, 4    ; Lab
Use of Mortars,            4, 0,  Csc, Env, 1, 0    ; Las
Use of Swiss Mercenaries,         1, 0,  Esp,  Feu,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Rise of Trade,              6, 0,  nil, nil, 1, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Use of Arquebusiers,       6,-2,  nil, nil, 1, 0    ; Mob
Dukedom,            5, 0,  nil, nil, 1, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
The Franciscan Reform,  1, 0,  Cer, nil, 1, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Invasion of Italy,  6,-2,  no,  no,  3, 3    ; NF 
Craft of Naval Architecture, 4, 0,  Iro, Eco, 1, 4    ; NP 
Rise of Humanism,           3, 1,  Alp, Amp, 1, 3    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Terra Firma,        3, 1,  no,  no,  1, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Rise of Regional Trade,     4, 2,  Map, Amp, 0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
The 16th Century,   1, 0,  Env, NP,  1, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
Messina Occupation, 3, 0,  no,  no,  1, 1    ; U3 
Occupation of Pisa, 3, 0,  no,  no,  1, 1    ; X1 
Venice Occupation,  3, 0,  no,  no,  1, 1    ; X2 
No Barb,            3, 0,  no,  no,  0, 0    ; X3 
No French,          3, 0,  no,  no,  0, 0    ; X4 
No Hungarian,       3, 0,  no,  no,  0, 0    ; X5 
No Spanish,         3, 0,  no,  no,  0, 0    ; X6 
No Italian,         3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   12, 0,    Bri,
Barracks,                  4, 1,    no, 
Granary,                   5, 1,    Bri,
Church,                    3, 1,    Cer,
Market,                    5, 1,    Map,
Scholars,                  4, 1,    Alp,
Magistrate,                3, 1,    Amp,
City Walls,               12, 1,    Bri,
Water Supply,              3, 1,    Bri,
Bank,                     12, 3,    Ato,
Cathedral,                12, 3,    no, 
University,               17, 3,    Ban,
Treasury I,               10, 0,    no, 
Cathedral,                11, 4,    Bri,
Iron Foundry,             27, 5,    Lab,
Cannon Factory,           32, 6,    Che,
Treasury II,              15, 0,    no, 
Treasury III,             20, 0,    no, 
no,                       16, 4,    no, 
Water Mills,              12, 2,    Fli,
no,                       16, 2,    no, 
Banking House,            30, 3,    Chi,
Sewer System,             10, 2,    Cur,
Provveditori,              8, 3,    no, 
Toll Roads,                4, 2,    CoL,
no,                       16, 3,    no, 
Treasury IV,              10, 2,    no, 
no,                        8, 1,    no, 
no,                       32, 4,    no, 
Fish Market,               3, 1,    Map,
Great Port City, 16, 0,    no, 
no,                       16, 3,    no, 
no,                        6, 2,    no, 
no,                        8, 3,    no, 
no,                        8, 0,    no, 
no,                       16, 0,    no, 
no,                       32, 0,    no, 
(Excessive Taxation),     60, 0,    nil,
Pyramids,                 20, 0,    no, 
Sistene Chapel,           12, 0,    Gen,
City of Genoa,            20, 0,    nil,
City of Pisa,             20, 0,    nil,
Workshops of Leonardo,    20, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
City of Belgrade,         30, 0,    nil,
Medici Spy Network,       20, 0,    nil,
Michelangelo's Chapel,    40, 0,    no, 
Venetian Renaissance,     30, 0,    nil,
Venetian Navy,            40, 0,    nil,
City of Budapest,         30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
JS Bach,                  40, 0,    no, 
Florentine Renaissance,   40, 0,    nil,
Spanish Alliance,         40, 0,    nil,
Rediscovery of Neoplatonism,20, 0,    Inv,
Statue of Liberty,        40, 0,    no, 
Papal Diplomacy,          30, 0,    nil,
The Council of Ten,       60, 0,    nil,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Iberian Nautical Knowledge,60, 0,    nil,
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Sistene Chapel
nil,        ; City of Genoa
X1,         ; City of Pisa
nil,        ; Workshops of Leonardo
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; City of Belgrade
nil,        ; Medici Spy Network
nil,        ; Michelangelo's Chapel
nil,        ; Venetian Renaissance
X2,         ; Venetian Navy
nil,        ; City of Budapest
nil,        ; Leonardo's Workshop
nil,        ; JS Bach
nil,        ; Florentine Renaissance
U3,         ; Spanish Alliance
nil,        ; Rediscovery of Neoplatonism
nil,        ; Statue of Liberty
nil,        ; Papal Diplomacy
nil,        ; The Council of Ten
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Iberian Nautical Knowledge
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,     nil, 0,  1.,0,  0a,1d,  1h,1f, 14,0,  5, Cmp, 000000000000000
Ballistic Fortress,nil, 0,  0.,0,  1a,20d, 4h,1f, 40,0,  1, Env, 100000000000001
Militia,      nil, 0,  1.,0,  3a,4d,  2h,1f,  7,0,  1, Bri, 000000000000000
Landscheckt Pikemen,nil, 0,  2.,0,  3a,6d,  3h,1f, 13,0,  1, Esp, 000010000000000
Spanish Pikemen,X6,  0,  2.,0,  3a,6d,  3h,1f, 12,0,  1, Esp, 000010000000000
Swiss Pikemen,nil, 0,  2.,0,  4a,6d,  3h,2f, 15,0,  1, Ldr, 000010000000000
Italian Pikemen,nil, 0,  1.,0,  3a,5d,  2h,1f,  8,0,  1, Ind, 000000000000000
mkteerslot,   no,  0,  2.,0,  3a,6d,  3h,1f, 12,0,  1, no,  000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Janissary Arquebusiers,nil, 0,  2.,0,  6a,2d,  3h,3f, 50,0,  0, no,  000000000000000
Landschecht arquebusiers,X7,  0,  2.,0,  6a,2d,  3h,2f, 10,0,  0, Mob, 000000000000000
Spanish Arquebusiers,X6,  0,  2.,0,  5a,1d,  3h,2f,  9,0,  0, Mob, 000000000000000
French Knights,X4,  0,  2.,0,  6a,3d,  2h,1f, 28,0,  0, AFl, 000000000000000
Horsesoundslot,nil, 0,  3.,0,  5a,1d,  2h,2f,  9,0,  1, no,  000000000000000
Spanish Ginetes,X6,  0,  4.,0,  4a,2d,  2h,1f, 11,0,  0, CA,  100000000000011
Spanish Knights,X6,  0,  2.,0,  6a,3d,  2h,1f, 27,0,  0, AFl, 000000000000000
Berber Horsemen,nil, 0,  3.,0,  4a,2d,  2h,2f, 50,0,  0, no,  000001000000011
Knights,      nil, 0,  2.,0,  5a,3d,  2h,1f, 30,0,  0, AFl, 000000000000000
Sipahis,      nil, 0,  5.,0, 15a,6d,  3h,2f, 120,0,  0, no,  100000000000001
no,           X3,  0,  3.,0,  4a,3d,  2h,2f, 19,0,  0, no,  000010000000001
no,           no,  0,  3.,0,  5a,2d,  2h,1f,  8,0,  0, no,  000000000000000
no,           no,  0,  2.,0,  5a,1d,  2h,1f, 10,0,  0, no,  000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
Heavy Cannons,nil, 0,  1.,0,  9a,1d,  3h,2f, 32,0,  0, Csc, 000000001000000
Light Cannons,nil, 0,  1.,0,  8a,2d,  2h,2f, 18,0,  0, Eco, 000000000000000
no,           nil, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Siege Guns,   nil, 0,  1.,0, 10a,1d,  1h,1f, 20,0,  0, no,  000000001000000
Janissaries,  X3,  0,  1.,1,  2a,7d,  3h,1f, 20,0,  1, nil, 100010000000000
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Sword and Buckler Men,X6,  0,  2.,0,  7a,3d,  2h,2f,  9,1,  0, no,  000010000000000
Armed Merchant,nil, 2,  6.,0,  2a,2d,  2h,1f, 22,1,  4, Cmb, 100000000001001
Warship,      nil, 2,  5.,0,  5a,5d,  2h,1f, 26,0,  2, E1,  100000000001001
Muslim Warship,X3,  2,  4.,0,  4a,4d,  2h,1f, 15,1,  2, no,  100000000001001
Sforza Spy,   nil, 0,  4.,0,  0a,1d,  1h,1f, 20,0,  6, no,  100001000000011
Papal Spy,    nil, 0,  4.,0,  0a,1d,  1h,1f, 20,0,  6, no,  100001000000011
Spanish Spy,  nil, 0,  4.,0,  0a,1d,  1h,1f, 20,0,  6, no,  100001000000011
Venetian Spy, nil, 0,  4.,0,  0a,1d,  1h,1f, 20,0,  6, no,  100001000000011
Hungarian Spy,nil, 0,  4.,0,  0a,1d,  1h,1f, 20,0,  6, no,  100001000000011
Barbary Pirate,X3,  2,  6.,0,  3a,3d,  2h,1f, 15,1,  2, nil, 100000000001001
Supply Train, nil, 0,  2.,0,  0a,1d,  1h,1f, 10,0,  4, Eng, 000000010000000
Muslim Warship,X3,  2,  4.,0,  4a,4d,  2h,1f, 15,1,  2, nil, 100000000001001
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
French Spy,   nil, 0,  4.,0,  0a,0d,  1h,1f, 20,0,  6, no,  100001000000011
Medici Spy,   nil, 0,  4.,0,  0a,1d,  1h,1f, 20,0,  6, no,  100001000000011
Trade Merchant,nil, 0,  4.,0,  0a,1d,  1h,1f,  7,0,  7, Tra, 000000000000011
Timber,       nil, 0,  1.,0,  0a,1d,  1h,1f, 10,0,  7, no,  000000000000000
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Spanish Crossbowmen,Mob, 0,  2.,0,  5a,2d,  2h,1f,  8,0,  0, Aut, 000000000000000
Mercenary Crossbowmen,Mob, 0,  2.,0,  5a,1d,  2h,1f,  7,1,  0, Ind, 000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Gonsalvo de Cordoba,nil, 0,  3.,0,  8a,6d,  3h,2f, 100,0,  0, no,  100010001000001
Francis I,    nil, 0,  4.,0,  7a,6d,  2h,1f, 100,0,  0, no,  100010000000000
Suleiman the Magnificent,nil, 0,  5.,0, 75a,50d, 8h,6f, 120,0,  0, no,  100010001000001
Galleon,      nil, 2,  8.,0,  7a,7d,  3h,2f, 25,3,  2, NP,  100000010001000
Gallease,     nil, 2,  3.,0,  7a,4d,  4h,1f, 100,0,  2, no,  100000000001000
Bombardment,  nil, 1,  1.,1,  5a,0d,  1h,1f, 10,0,  0, Las, 001000000010000
Fluyte,       nil, 2,  9.,0,  0a,3d,  3h,1f, 21,3,  4, NP,  100000000000000
Khair-ed-Din, nil, 2,  6.,0, 12a,7d,  5h,2f, 125,1,  2, no,  100000000001001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Town,       1,2,  2,2,3,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Major Town, 1,2,  3,3,4,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      4,1,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Fertile lands,1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,2,  1,3,1,
Vinyards,   2,3,  3,1,4,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Banks,      1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Fertile lands,1,2,  4,1,1,
Grassland,  1,2,  2,1,0,
Timber,     2,2,  1,2,2,
Vinyards,   2,3,  2,0,4,
Iron,       5,4,  0,5,1,
Furs,       1,2,  2,0,3,
Special,    1,2,  4,7,9,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Banks,      1,2,  4,0,2,




@GOVERNMENTS
Municipal,        Prince,         Princess
Hungary,      King,     Queen
Dukedom,       Duke,        Duchess
Venice,      Duke,     Duchess
France, King, Queen
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Wulf,    Maria Theresa,       0, 3, 3, Goths,     Gothic,      1, -1,  1,     1, Warlord, Warlord, 2, High Lord, High Lord, 4, Archbishop, Archbishop, 5, High Marshall, High Marshall, 6, High Marshall, High Marshall
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Lumber,
Wool,
Olive oil,
Cloth,
Salt,
Iron,
Bronze,
Silver,
Wine,
Silk,
Oriental wares,
Spice,
Gems,
Gold,
Sulphur,
Saltpetre,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Count
Prince
Duke
King
Pope
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













